All Time Top5 Most Played Dota Heroes
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DOTA HEROES BACKGROUND


MORTRED (Phantom Assassin)

Pitted against the very society that condemned her to a life of Undeath, Mortred takes delight in the slaughter of her kindred people. Abandoned during their expeditious retreat in battle, she was left to the mercy of the undead. Her twisted fate was merely a sacrifice to them - a tool in slowing their predators' pursuit. But… the Lich King saw the malevolence and hatred within her. He bestowed upon her an opportunity - a vessel of darkness with which to enact her vengeance. Eternally grateful of his service, Mortred hunts her wretched Night Elf sisters from the shadows, fueled by an insatiable desire to seek justice.
HERO ABILITIES:
1.)Stifling Dagger
- Hurls a dagger which deals minor pure damage and slows the unit's movement speed for a short duration. Deals half damage to heroes.
2.)Phantom Strike - Teleports to a unit and adds 100 attack speed for 3 seconds while you attack that unit. Casting range improves per level.
3.)Blur - The Phantom Assassin becomes hard to see by blurring her body. Some enemy attacks miss.
4.)Coup de grĂ¢ce - Mortred has refined her hero-killing skills to a high degree.
MORTRED 5 KILLS MOVIE (courtesy by youtube)

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ANUBSERAN (Nerubian Weaver)

Anub'seran. The name of this creature strikes fear into all of those who have seen the Nerubians. Even the famed assassin Anub'arak is hesitant to fight this beast, which comes from the plane of the spirit world. He can swiftly walk through his enemies, bending their bodies to his will, causing pain while he strides through them. With his powers over the timeless plane, he can also step inside and throw himself into the past to keep himself from death. He can call an attack from the future to strike his foes, making his onslaught more deadly. Anub'seran. Only the fools do not fear his name.

HERO ABILITIES
1.)Watcher
- Raises an invisible Watcher from a corpse.
2.)Shukuchi - Causes the Nerubian Weaver to move so fast as to become invisible. Any units passed through will take damage. Lasts 4 seconds
3.)Geminate Attack - Occasionally the Nerubian Weaver will send out two swarms, attacking an opponent twice. You must do an ordered attack to activate this.
4.)Time Lapse - Warps time back on itself, transporting the Weaver 5 seconds into the past.

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ANUB'ARAK (Nerubian Assassin)

Anub'arak was once the greatest champion of the Nerubians, but fell in the Second War of the Spider. He was resurrected by the Lich King Ner'zhul, who promised him eternal undeath in exchange for his unswerving loyalty. His layers of spiked armor are nearly impregnable, causing severe damage to attackers. When threatened, he shoots these spikes through enemies maiming and disorienting them. He channels his dark powers into a bolt of disarming negative energy, and those who witness him blending into the shadows of the frozen tundra have never lived to tell the tale.
HERO ABILITIES
1.)Impale
- Slams the ground with massive claws, shooting spiked tendrils out in a straight line, dealing damage and hurling enemy ground units into the air in their wake.
2.)Mana Burn - Sends a bolt of negative energy that burns a target enemy unit's mana. Burned mana combusts, dealing damage to the target equal to the amount of mana burned.
3.)Spiked Carapace - The Nerubian Assassin forms barbed layers of chitinous armor that increases its defense and returns damage to enemy melee attackers.
4.)Vendetta - The Nerubian Assassin turns invisible for a short period of time, and can break his invisibility with an incredibly damaging attack.

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BLACK ARACHNIA (Broodmother)

Once a Queen of the Nerubians, she struck fear into the hearts of those she ruled. However she made the fatal mistake of falling in love with the renegade assassin Anub'Arak , and was banished from her own kingdom. Now she accompanies her true love in the battle of the Ancients, bearing his offspring as a symbol of her undying love. An expert in weaving webs of deception, she has the power of incapacitating those who dare attack her, and sowing in them the seeds of her offspring which then tear out of the corpse of the unfortunate victim. Her lust for battle helps her grow stronger and sustain herself, leading many to believe that her hunger for flesh, is insatiable.

HERO ABILITIES
1.)Spawn Spiderlings
- The Broodmother injects her young into a target, creating immense pain. If the target is killed by the injection, spiderlings will be born.
2.)Spin Web - Spins a web which grants the Broodmother invisibility in an area, regeneration, as well as a passive speed increase. Regeneration and speed improves per level.
3.)Incapacitating Bite - Gives the Broodmother venoms which will greatly reduce the target's ability to function, and deals extra damage.
4.)Insatiable Hunger - The Broodmother develops a violent thirst for vital fluids. This lust greatly increases her attack damage and gives her a vampiric attack.Lasts 12 seconds.

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CLINKZ (Bone Fletcher)

The fire that kindles eternally on the visage of the fallen Elven Archer proves to others that his undeath was a mere genesis. Clinkz seeks perfection in the arts of fletching and never hesitates in sacrificing his own allies for the cause. Still retaining his ability to move with the wind, he is ready to slay the enemy officers with his swiftness and precision in archery. The Fletcher fires arrows that scorch the target with the heat of the Underworld, bringing them closer and closer to their peril. An elvish archer in life, a nightmare in death.
HERO ABILITIES
1.)Strafe - Fire a large number of arrows in a short time period.Lasts 10 seconds.
2.)Searing Arrows - Increases the damage of the Hero's attack by adding fire. If you learn this during wind walk the first time, you will lose the invisibility.
3.)Wind Walk - Turn invisible for a period of time, increasing movement speed.
4.)Death Pact - Kills a target unit, returning a percentage of its life.

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STRYGWYR (Bloodseeker)

An unusual hybrid of Demon and Orc, Strygwyr is an outcast amongst all mortal creatures. By thriving on and bathing himself with the blood of those he slays, Strygwyr can heal his wounds - even those that could prove fatal. Beware the fool who dares venturing alone, for Strygwyr can sense his blood miles away and gain vision through his helpless prey's eyes. Having ruptured the enemy with mighty blows in his bloodthirsty frenzies, Strygwyr corners his foe into making the impossible decision - bleed to death by trying to outrun the hasty demon, or be ripped to shreds in its awesome fury.

HERO ABILITIES
1.)Bloodrage
- Drives a unit into a bloodthristy rage. That unit is unable to cast spells, has its attack damage increased, and loses a small amount of hit points every second.
2.)Blood Bath - Whenever Strygwyr kills a unit, he bathes himself in the blood, regenerating his life source.
3.)Strygwyr's Thirst - Enables Strygwyr to sense the bleeding of any enemy hero below 40% hp. If it finds one, Strygwyr gains vision of that unit and increases move speed.
4.)Rupture - Deals a mighty blow to the enemy causing any movement to result in bleeding and loss of life.

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ALLERIA (Windrunner)

In the valleys of Winterspring, deep within the verdant glades of the Forest of Trees, an elf with the power of the wind makes her home. She joined the Sentinel as a free agent shortly after the War of the Magi. Favored by the Goddess of Wind, Alleria received many blessings. Her arrows fly straight and true, piercing all enemies in a line. She can lace her arrow with wind and bind enemies together by creating ethereal shackles. Her footsteps are hastened by the currents of air. It is known that she can dispatch enemies at blinding speed by releasing a flurry of arrows. She is indeed a worthy enemy of the Scourge.
HERO ABILITIES
1.)Shackleshot
- Alleria fires an enchanted arrow using wind magic that binds the target to an enemy unit or tree behind it.
2.)Powershot - Windrunner winds up her bow for up to 1 second to perform a single powerful shot. The arrow travels 1700 distance, dealing damage and destroying trees in its path. The damage dealt is greatest to the first target it hits and is reduced by 10% with each other it passes through.
3.) Windrunner - Imbues her body with the essence of wind, increasing her movement speed by 50% and giving her the ability to evade all physical attacks for a short period of time. Additionally, the gusts of wind around her impairs the movement of nearby enemies, slowing their movement speed in a 300 AoE around her.
4.)Focus Fire - Alleria channels wind throughout her body to surge an excess of adrenaline, giving her maximum attack speed on one target. Damage is reduced in this state.

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RAIJIN THUNDERKEG (Storm Spirit)

A celestial being summoned to aid the Sentinel in their darkest hour; the Storm Spirit chose to manifest itself in the life essence of a humble elementalist, Raijin Thunderkeg. Though the Pandaren's soul perished during the profound surge of pure electrical essence, the divine entity even now seeks refuge in Raijin's body, unable to thrive on its own. However, despite its mortal imprisonment, the Storm Spirit is far from being limited of its tremendous powers. Able of manipulating vast, inexhaustible sources of energy in mysterious ways, it swiftly hails destructive sparks of lightning upon the Sentinel's adversaries, eradicating all that dared to cross its path.
HERO ABILITIES
1.)Static Remnant
- Raijin creates a remnant of himself containg his essence. The Static Remnant will release its stored energy whenever an enemy unit comes near it. Lasts up to 12 seconds.
2.)Electric Vortex - Storm focuses his energy to rip open vortex drawing an enemy to it. This process slows the Storm Spirit down for a brief period.
3.)Overload - Storm Spirit becomes overloaded with electrical energy whenever he casts a spell. The charge is released on his next attack as an electrical burst, dealing damage and slowing nearby units.
4.)Ball Lightning - Storm Spirit becomes enveloped with energy, losing his physical form, and travels until he depletes his mana or reaches his target. While in this form, he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.

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LINA INVERSE (Slayer)

A renowned pyromancer roaming the lands, Lina Inverse originally joined the Sentinel for monetary purposes. However, weeks turned into months, and fighting alongside the many holy warriors with fearless souls inspired her with the responsibility of protecting the sanctity of the World Tree. With her devastating abilities to summon vaporizing flames, she wreaks havoc among the enemy ranks. In dire situations, she would imbue herself with an ultimate fervor, or even call forth a massive beam of lightning which is said to instantly slay any single foe. A most feared enemy of the Scourge, a most unswerving defender of the Sentinel.
HERO ABILITIES
1.)Dragon Slave
- A wave of fire that ripples out from Lina Inverse, causing damage to land units in a line.
2.)Light Strike Array - Summons a column of flames that damages and stuns enemies for 1.6 seconds.
3.)Fiery Soul - Grants you bonus attack and movement speed each time you cast a spell. Stacks with itself. Lasts 5 seconds.
4.)Laguna Blade - Fires off a bolt of lightning at a single target, dealing critical damage.

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NORTROM (Silencer)

Hailing from the magical community of Quel'Thalas, Nortrom is one of the strongest Elven warriors defending the integrity of the lands. Mastering the ancient art of glaive-throwing, and combining it with the volatile nature of the Blood Elves' arcane magic, he is able to disrupt the magical energies in his enemies. By binding his magical powers to his glaive, he is able to cause damage beyond devastation, gaining intelligence from every kill. Concentrating all his energies, he can cause chaos within his enemies' magical pools, making them unable to cast spells. He is determined to fend off the Scourge and their demon magic until he has breathed his last.

HERO ABILITIES
1.)Curse of the Silent
- Afflicts a target area with the Curse of the Silent. The target will lose hp and mana per second until it casts a spell. Lasts 10 seconds.
2.)Glaives of Wisdom - Nortrom's Glaives are enchanted by his experience in magic. If he kills a hero, he will permanently steal 1 intelligence from it. Damage type is pure.
3.)Last Word - Causes any unit under the effect of this aura to become silenced after it finishes casting a spell. Has a 700 AOE.
4.)Global Silence - Stops all enemies on the map from casting spells.

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FURION (Prophet)

The land is never safe. Furion, therefore, never rests. The leader of all Night Elves, Furion tirelessly works to protect the sanctity of his woods. It comes as no surprise that he who helped defeat Archimonde would be called upon once more in the Sentinel's hour of need. The fury of nature is at his disposal, the trees come to life at his command, the wind carries him to lands far away, and nature itself strikes all who defy his will. He is more than just a Keeper or a Prophet, he is a savior.
HERO ABILITIES
1.)Sprout - Sprouts a ring of trees around a unit, trapping it in place.
2.)Teleportation - Teleports to any explored point on the map.
3.)Force of Nature - Converts an area of trees into Treants. Treants have 550 hit points and deal 21-23 damage.
4.)Wrath of Nature - Summons damaging energy to swath around the map and damage random enemies. Each enemy hit beyond the first adds 7% damage. Number of bounces increases per level.

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ZEUS (Lord of Olympia)

Once a deity of unfathomable might, Zeus reluctantly sacrificed his much relished immortality in exchange for the chance to crush the sinister armies of the unholy undead. As his soul crossed into the mortal plane, his omnipotent powers withered greatly, yet not nearly enough to quell this destructive Thunder God's resolve for justice. With sheer precision, he cleanses through the enemy ranks with an impressive mastery of electrical discharge, smiting the fool hardy with formidable bolts of lightning from the heavens above. Ever vigilant in his relentless assault, the Scourge cowers in fear of incurring the fearsome wrath of the Lord of Olympia.

HERO ABILITIES
1.)Arc Lightning
- Hurls a bolt of arcing energy that laces through many nearby enemy units.
2.)Lightning Bolt - Summons a bolt of lightning from the heavens to strike a target enemy.
3.)Static Field - Whenever Zeus casts a spell, he shocks all nearby enemy heroes for a percentage of their current hit points as damage.Affects an area of effect of 800.
4.)Thundergod's Wrath - Strikes down all enemy heroes with a bolt of lightning.

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EZALOR (Keeper of the Light)

Master of light and mana manipulation, Ezalor was once viewed as a scholar, and was regarded as a powerful mentor to many. However, his defection and betrayal of his allies during the War of the Magi caused him to be sentenced to banishment to the spirit realm for all of eternity. However, knowing of his tremendous power, the Sentinel granted him a corporeal form within the physical realm in exchange for his alliance against the Scourge onslaught. As such, Ezalor carries his duties of supporting his comrades valiantly despite the treacherous past that most know little about.

HERO ABILITIES
1.)Illuminate
- Channels a ball of positive energy, letting it build up 100 damage per second. When released, it damages all enemies in a line. The distance also improves with channeling time.
2.)Mana Leak - Weakens the bond between the physical and magical essences of an enemy. The magical and physical essences will be divided if the target moves, causing the enemy to lose some of their mana. If the enemy loses all its mana, it gets slowed temporarily while it repairs the bond. Cast range increases per level.
3.)Chakra Magic - Channels chakras through a friendly unit, creating a surge of mana.
4.)Spirit Form - Ezalor turns his body luminescent temporarily. His mastery of the light becomes so powerful that he can freely cast Illuminate without channeling, cast a brilliant light that blinds foes, and a teleport allies from anywhere to his side at light speed.

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CHEN (Holy Knight)

Prophesying a new dawn, a new world cleansed of the old evils, the Holy Knight's entrance into the war against the Scourge forever changed the course of history. A crusader riding under the banner of Hextar, the Holy Knight promises ever-lasting glory and redemption for those who march with him, and obstacles ahead to test the faith of all those sworn to forever cleanse evil from the land. Fanatically devoted to his cause, his followers come from every race, every background, and will stop at nothing to see the Scourge destroyed. If ever the redeeming hand of God touched earth, its name was Chen, the Holy Knight.
HERO ABILITIES
1.)Penitence
- Forces a unit to accept punishment for its sins, causing it to move slower and accept more damage from attacks and spells. Lasts 7 seconds.
2.)Test of Faith - If cast on enemy, will deal variable damage based on the unit's faith. If cast on allied Hero, it will teleport the hero to safety. Instantly teleports Chen's persuaded units to safety.
3.)Holy Persuasion - Takes control of a target enemy unit.
4.)Hand of God - Fully regenerates your converted creeps. Heals all allied heroes on the map.

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PUCK (Faerie Dragon)

In Sentinel's search for heroes to aid them in the war against the Scourge, they discovered the lost lands of the mystical Faerie Dragons. Upon explaining the conflict to the Faerie Queen of Agrace, she sent forth Puck, a personal guardian, to turn the tides of war. Despite his small size and mischievous personality, the little dragon soon proved to pack more than his fair share of power on the battlefield, blasting through the enemy ranks with balls of magic, faerie dust, and the capability to stupefy an entire army with nothing more than his imagination. His foes all learned the hard way that size matters not in combat, and that appearances are, ultimately, deceiving.
HERO ABILITIES
1.)Illusory Orb - Sends a magic orb flying down a straight path damaging everything in its way. At any time during the life of the orb the Faerie Dragon may teleport up to it, taking its place. 1800 Range, 225 AOE.
2.)Waning Rift - Releases Puck's mystical faerie dust around him dealing damage and silencing enemies. 400 AOE.
3.)Phase Shift - Shifts the Faerie Dragon out of existence for a brief period, temporarily avoiding any further damage.
4.)Dream Coil - Puck's powerful imagination engulfs an area, creating coils of volatile magic that damages and stuns enemy unit as it latches on to them. Stretching the coils beyond 600 range causes it to snap and deal additional damage and stun time. Lasts 5 seconds.

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ENCHANTRESS (Aiushtha)

Although all Dryads are Cenarius' daughters, Aiushtha is said to be his first and favorite. Because of her direct relation to him, she has borrowed much of his powers. This is demonstrated by her control over the shy Wisps which she uses to heal her allies, and her ability to bring an opponent under the will of the Sentinel. Preferring ranged combat to melee, she fashioned a spear that strikes with more force the further her target is away. Her agility is unmatched, and any opponent attempting to kill her will find she skips ahead of them with surprising ease.
HERO ABILITIES:
1.)Untouchable - Whenever the Enchantress is attacked, she beguiles the unit into slowing its attack.
2.)Enchant - Brings target unit under control of Aiushtha. If the unit cannot be converted, it will be slowed instead.
3.)Nature's Attendants - Releases a swarm of wisps to heal nearby allies in a 300 radius. Each wisp lasts 10 seconds and heals 10hp/sec.
4.)Impetus - Gives strength to the Enchantress' attacks, causing them to deal greater damage the further away the target is. Damage type is pure.

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RYLAI CRESTFALL ( Crystal Maiden)

Adept in the manipulation of frost and ice, Rylai is the very image of elegeance and grace. Trained by a renegade wizard deep in the heart of Winterspring, Rylai brings to the Sentinel her prowess in the arts of magic. With a vast arsenal of spells, she wreaks havoc upon her foes - be it with powerful blasts of frost to send them fleeing in panic, or be it by rendering them immobile in ice. Her foes tremble in fear as the ground beneath implodes in mighty novas of frost in a dazzling array, obliterating all who dare oppose her.

HERO ABILITIES
1.)Crystal Nova - Blasts enemy units around a target point with a wave of damaging frost that slows movement speed and attack rate for 5 seconds.
2.)Frostbite - Freezes the target in a case of ice, prohibiting movement and attacking. Deals 70 damage per second.
3.)Brilliance Aura - Gives additional mana regeneration to all friendly units.
4.)Freezing Field - Causes many random icy explosions in an area surrounding Rylai. Enemy units in the Freezing Field are slowed. Lasts 4 seconds.

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ROOFTRELLEN (Treant Protector)

A treant of immense age and wisdom, Rooftrellen was merely a sapling during the invasion of the Burning Legion. Having grown powerful over thousands of years, Rooftrellen has lent his considerable might to the Sentinel cause. An omnipresent force in the forest, he is capable using his power over the forest to hide his allies. Rooftrellen is aided by the forest itself, providing him with a thick living armor of vines and entangling nearby foes in a deadly embrace, allowing Rooftrellen to pound his victims to dust with his massive gnarled limbs.

HERO ABILITIES:
1.)Nature's Guise - Changes a target friendly unit's appearance so that it blends in with the forest. It is invisible to enemies eyes, but it must remain near a tree, or the guise is lost.
2.)Eyes in the Forest - Creates an enchanted tree at a target point, allowing Rooftrellen to see the tree's surrounding area at all times. Vision improves slightly per level.
3.)Living Armor - Magically creates an armor of vines around a friendly unit or structure, protecting it from harm and healing wounds.
4.)Overgrowth - Summons an overgrowth of damaging vines and branches. Prevents all nearby enemies from moving or attacking and deals 85 damage per second to each.

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TINY (Stone Giant)

Looming from the rocky crags of Ashenra, the stone giants are born from the mountain itself. Tiny, a newly born giant, although small in size, has the strength of a hill. With his supreme strength, he is able to launch anything into the air, including huge amounts of soil to cause avalanches around his enemies. Because of his craggy exterior, enemies have a hard time attacking him. Over time, Tiny's body will grow bigger as the magnetic forces deep inside his granite heart pull rocks and soil to his rugged stone form.

HERO ABILITIES:
1.)Avalanche - Bombards an area with rocks stunning and damaging enemy land units. A unit tossed in the air gets hit by more rocks.
2.)Toss - Tiny grabs the nearest unit, friend or foe, and launches them at a location. Upon landing, the unit deals damage in an area as well as receiving 20% of that damage to themselves (this damage increases as your size increases).
3.)Craggy Exterior - Tiny's body is made of solid granite, causing great pain to those who attack it. Whenever a nearby unit attacks Tiny, there is a chance that they will be stunned for 1.2 seconds.
4.)Grow - Greatly increases Tiny's power and size, but does so at the cost of his attack speed. Improves toss damage and slightly increases move speed.

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SVEN (Rogue Knight)

A follower of the great God of Order, Paladine, Sven has sworn to uphold the rights of all. Born of a Knight and a Night Elf and ostracized since birth, Sven has lead a solitary existence of meditation and training. He has come out of his wanderings determined to guard the innocent against evil. Armed with his blessed cleaving blade Justice, and harnessing the power to strike down his enemies with the might of God's Strength, Sven's wrath toward the unjust is a sight to behold.

HERO ABILITIES:
1.)Storm Bolt - Targets an area around an enemy unit and releases a magical hammer dealing damage and stunning enemy units. 250 AoE. Stun lasts 2 seconds.
2.)Great Cleave - Sven strikes with such force that all nearby enemies take damage.
3.)Warcry - With the righteous anger of one wielding Justice, Sven lets loose a mighty Warcry, heartening his allies for battle. Sven and nearby allies gain 12% movespeed and increased armor for 6 seconds. 350 AoE.
4.)God's Strength - Sven gets pumped up! Adds bonus damage for 25 seconds.

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MANGIX ( Pandaren Brewmaster)

Mangix originates from a deeply hidden and secret society located on the obscure island of Pandaria. He lived a sheltered life in his home within the Stonetalon Mountains, but even the far, golden reaches of Pandaria were affected by the dark hand of the Scourge. The elders heard the cries of the innocent, and saw the blood of the slain, and so, they agreed to send one elite warrior, hoping to turn the tides of battle and restore the Great Balance. What they did not know was that the local barkeep had trained for this very moment his entire life.

HERO ABILITIES:
1.)Thunder Clap - Slams the ground, dealing damage and slowing the movement speed and attack rate of nearby enemy land units.
2.)Drunken Haze - Drenches an enemy unit in alcohol, causing his movement speed to be reduced, and causing his attacks to have a chance to miss. Lasts 7 seconds.
3.)Drunken Brawler - Gives a chance to avoid attacks and deal 1.8 critical damage.
4.)Primal Split - Splits the Pandaren Brewmaster into elements, forming 3 specialized warriors, adept at survival. If any of them survive until the end of their summoned timer, the Brewmaster is reborn.

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PURIST THUNDERWRATH (Omniknight)

A former member of the Order of the Silver Hand, Purist has joined the Sentinel to avenge the death of the Order's leader, Uther the Lightbringer. Trained by Uther himself in the ways of the Paladin, Purist brings the power of the Holy Light to the battlefield. He can purify the souls of allies, harming any nearby Scourge in the process. Able to protect allies from harmful unholy magic, the mere presence of a man of the Holy Light atrophies any nearby enemies. In times of dire need, Purist can call upon God himself to protect him and his allies.

HERO ABILITIES:
1.)Purification - Instantly heals a friendly unit and damages all nearby enemy units.
2.)Repel - Creates a powerful divine ward that blocks all magic from affecting a target unit.
3.)Degen Aura - Greatly degenerates the movement capabilities of units that stray too near.
4.)Guardian Angel - Grants all nearby friendly units near physical invulnerability and increases hit point regeneration greatly.

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RAIGOR STONEHOOF (Earthshaker)

In the barren-lands, tales spoke of tauren sages reaping the essence of dirt. Their consciousness melds with the brown beneath them. The loam becomes the conduit of their mental thought and reality. These warriors were feared for they could summon massive ruptures at their mere whim. So tremendous was their power that their magic leaks out of the earth violently with every spell. Sadly these sages mysteriously faded from the land. When the World Tree was threatened, couriers searched these mighty ones but found just one. A young adept, Raigor Stonehoof, seeks battle to weave new tales of these shamans.

HERO ABILITIES
1.)Fissure - Slams the ground with the Raigor's mighty totem, causing the ground to crack open front of him, damaging opponents and leaving an impassable crevasse for a period of time.
2.)Enchant Totem - Empowers the totem resting on Raigor's back, causing it to deal extra damage on the next attack.
3.)Aftershock - The power of Raigor casting a spell causes the earth to shake below him, dealing additional damage and stunning.
4.)Echo Slam - Raigor sends shockwaves shooting through the ground, dealing damage ricocheting to nearby targets for additional damage.

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BRADWARDEN (Centaur Warchief)

Gifted with a tremendous body and an ever-growing fortitude, Bradwarden's courage is only matched by the size of his heart. Prophesized as a savior by the oracles of his tribe, Bradwarden is the living token of the allegiance of the centaurs to the Sentinel. He swings his axe with massive force, sometimes even hurting himself when doing so. The ground trembles every time he slams his hoof and his reflexes are impossible to surpass; allowing him to retaliate just after being attacked. Bradwarden is decided to fulfill his destiny, and he knows that the upcoming battle will become his ultimate challenge.

HERO ABILITIES
1.)Hoof Stomp - Slams the ground, stunning and damaging nearby enemy land units.
2.)Double Edge - The Centaur summons a tremendous amount of inner strength and releases a very powerful attack. It can only be done at melee range, and it damages both the Warchief and the enemy unit.
3.)Return - The Centaur Warchief immediately counters every attack against him with a swift strike.
4.)Great Fortitude - The Centaur Warchief's mammoth body is capable of absorbing great amounts of punishment.

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REXXAR (BeastMaster)

A wandering vagrant of the Mok'nathal, the fabled half orc-half ogres of legend, Rexxar and his mighty blades have joined the cause of the Sentinel to better protect the natural world around him. A friend of beasts, Rexxar flails and tears at his enemies with unsettling savagery, even going as far as hurling his axes in the manner of boomerangs at his enemies to better his chances at victory. Truly a warrior of the living planet that thrives around him, the Beastmaster is an ally to be counted on when he is needed the most.

HERO ABILITIES:
1.)Wild Axes - Rexxar hurls his two axes outward, which then intersect and return to him. Each axe can only damage a unit once.
2.)Call of the Wild - Rexxar calls upon wild beasts to aid him. The duration, strength and number of beasts increases per level. Previous summons are removed upon casting.
3.)Inner Beast - Released the inner beast inside nearby allies, passively increases their attack speed.
4.)Primal Roar - The Beastmaster looses a deafening roar which deals damage and stuns its target. Enemy units near the roar wave take minor damage and have their movement speed and attack rate reduced. Due to the force of the roar, all units between the Beastmaster and his prey are shoved aside, creating an open path.

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KUNKKA (Admiral)

Of all the allies in the Sentinel's ranks, only one, is known by as many names and is feared in as many lands. Called Capt. CoCo by his mates, Jacksparrow by others, The Legendary Mariner by some. but only a select few, know his real name and what it stands for. He can harness the powers of the depths to conjure torrential geysers that blast his enemies into the air. His elegant blade is sworn to the Seas and with each mighty swing it ebbs like the tides. Using a watery form of spacial magic, he can bring you back to your original destination. The Captain now sails towards the Scourge lands, aboard his Phantom vessel boosting the spirits of his comrades with his fabled Rum, paving the way for the victory of the Sentinel. He is Kunkka, Master and Commander of the seven seas.

HERO ABILITIES:
1.)Torrent - Using his unparalleled knowledge of the sea, Kunkka is able to summon a blast of water at a targeted area. After 2 seconds a fierce torrent of water errupts from the ground, the stream blasting enemies caught in the AoE into the sky, dealing damage and slowing movement speed by 30%.
2.)Tidebringer - Kunkka's legendary sword Tidebringer is infused with the very power of the sea. Akin to the ebb and flow, Tidebringer passively grants the hero increased damage and large AoE cleave for a single strike every once in awhile.
3.)X Marks The Spot - In order to make an assembly for his troops, Admiral Proudmore targets a hero and marks its current position on the ground. After a few seconds, the hero will instantly return to the mark.
4.)Ghost Ship - The admiral summons the mythical ghost ship S.S. CoCo to the battlefield. Allies are doused in Captain CoCo's Rum, inebriating them for 10% bonus movespeed and numbness to incoming damage, causing them to feel only half of the pain now and half after the Rum wears off. Enemies, pirates and scurvy knaves are dashed on the rocks for damage and a brief stun when the ship crashes.

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JAH'RAKAL ( Troll Warlord)

When the Sentinel first gathered their forces, The Troll Warriors were considered primitive and unreliable. Their pride wounded, many refused to join, some even considering siding with the Scourge. Only a hotheaded young Warlord called Jah'rakal joined the Sentinel. Known as 'Blinding Axe' in troll tongue, both for the blinding speed of his axes and his trademark blind technique, his unstoppable rampages have already made him a legend among his Allies. However Jah'rakal fights not for the Sentinel, or even to defend the Ancients, but to show Elves, Men, Orcs and anyone else that trolls are the best fighters in the world.
HERO ABILITIES:
1.)Berserker Rage - Jah'rakal goes berserk, using his throwing axes as melee weapons. He gains bonus damage, movement speed, attack speed, hit points, armor, and the Bash ability, but can only attack at melee range.
2.)Blind - A searing light blinds the vision of a target enemy unit, making it miss on some attacks.Lasts 15 seconds.
3.)Fervor - When Jah'rakal engages an opponent, his animalistic nature grants him even greater proficiency in single combat. With each continuous blow on the same target, Jah'rakal gains understanding of the prey's defenses, and guides each strike with greater ease than the last. Maximum of 100% increased attack speed. If Jah'rakal changes targets, his rage counter drops to half of where it was.
4.)Battle Trance - Jah'rakal unconsciously uses dormant magic to awaken the savagery of every warrior on the battlefield. Greatly increases attack speed for a short duration, and lasts an additional 3 seconds on Jah'rakal.
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RIKIMARU (Stealth Assassin)

Born as the heir to the satyr dominion, Rikimaru was trained by the mightiest warriors of his race. However, the power of the Burning Legion managed to corrupt many of his kind, leaving them as mindless beasts in the forest. Vowing revenge against the Scourge, he sharpened his skills for battle. Using his small size to his advantage, he can render himself invisible, enabling him to stab his enemies in the back. He can also use thick smoke as a cover, to silence his enemies and become nearly untouchable.

HERO ABILITIES:
1.)Smoke Screen - Throws a smoke bomb down in the area, silencing opponents and causing them to miss on most of their attacks. Also slows by 25% at all levels. Lasts 6 seconds.
2.)Blink Strike - Teleports to a unit and strikes it if it is a foe, dealing bonus damage.Costs 50 mana.
3.)Backstab - The Stealth Assassin is not afraid to fight dirty, and specializes in attacking his opponents from behind.
4.)Permanent Invisibility - Rikimaru becomes permanently invisible when not attacking.

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MIRANA NIGHTSHADE (Priestess of the Moon)

A matriarch and high priestess of Elune's blessed order, Mirana Nightshade serves as a light in darkness for the front line of the Sentinel ranks, raining arrows and falling stars alike upon the shambling undead masses of the Undead Scourge, while her very presence is said to be so holy that it melts away the fatigue of nearby allies, giving them greater haste on the battlefield. In times of need however, she can fade herself and others around her into the safety of invisibility, making her a potent supporter matched by few.

HERO ABILITIES:
1.)Starfall - Calls down a wave of meteors to damage each nearby enemy. If enemy is farther than 600 range, it has a 60% chance to still hit him. One random enemy unit within 200 aoe will get hit again for half the damage.
2.)Elune's Arrow - Fires an arrow to a location with deadly precision, dealing large damage and stunning the first unit it strikes. Stun duration increases based on how far the target is, ranging from 0.5 to 5 seconds.
3.)Leap - Mirana's wild Frostsaber leaps forward into battle, empowering allies with a ferocious roar upon landing. Movement and Attack Speed bonus lasts 10 seconds.
4.)Moonlight Shadow - Turns Nightshade and all allied heroes invisible. If Invisiblity is broken, it gets restored after the fade time during the shadow duration.

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AZWRAITH (Phantom Lancer)

Although his true name is unknown to his allies, Azwraith's assigned name tells you enough. Like the Angel of Death, Azrael, he fights to rid the world of those who choose to embrace undeath. He is able to appear and disappear at will like a wraith, often appearing in many places at once. Azwraith is more than capable of dispatching the undead using his lance, each blow sending them closer to the spirit-realm. This lance is the source of his astounding ability to duplicate himself, whenever it draws blood he can use their life to create weaker copies of himself.
HERO ABILITIES
1.)Spirit Lance - Throws a magical spirit from his lance at a target damaging it and slowing it down for 3 seconds. An illusion is created attacking the target.
2.)Doppelwalk - Allows the Phantom Lancer to become invisible for a period of time, leaving behind a duplicate of himself to confuse enemies. 10% movement bonus at all levels. Lasts 8 seconds.
3.)Uxtapose - Whenever the Phantom Lancer attacks he will randomly create a duplicate of himself. Limit of 5 images. Duplicates last 15 seconds.
4.)Phantom Edge - Gives the Phantom Lancer an edge in combat by increasing Juxtapose's image generation and increasing magic resistance. Additionally, it enables his images to generate their own images.
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SLITHICE (Naga Siren)

Slithice was always a vagabond among the Naga, roaming beyond the boundaries of the sea in search of new things. During her adventures she met and fell in love with a young Orc training to be a Blademaster. Though he was inexperienced he taught her many Orcish fighting tactics employed by seasoned warriors. During their courtship as she was learning how to make traps from a local raider, a swarm of Scourge came and invaded, her love was killed before her very eyes. She used her Naga magics to put the evil to sleep and fled, and now gives her all to the Sentinel, in the name of her love.

HERO ABILITIES:
1.)Mirror Image - Confuses the enemy by summoning copies of Slithice, which can deal damage. Images take triple damage.Lasts 30 seconds.
2.)Ensnare - Entraps an enemy unit in a net, rendering the unit unable to move.
3.)Critical Strike - Gives a chance to deal 1.5 times damage on an attack.
4.)Song of the Siren - Slithice sings a tempting song. Enemy units near her are put to sleep.

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MORPHLING

The Morphling, nature's magnum opus, the pinnacle of evolution, can force his liquid body to flow over opponents in a massive wave, forcibly moving himself as well as injuring his enemies. At a whim he may change the composition of his body, trading strength for agility and vice versa. Capable of manipulating his energy into either disable or damage based on his strongest attribute, the Morphling's most disturbing ability creates a literal clone of a chosen target, forcing them to face their own reflection as he crushes them in their confusion.

HERO ABILITIES:
1.)Waveform - Morphling dissolves into his components and surges forward, dealing damage to everything in his wake.
2.) Adaptive Strike - As the tides ebb and flow, so does Morphling's Adaptive Strike. Targets are damaged, stunned, and knocked back, to an extent being determined by the ratio of strength to agility. Minimum damage is 0.25x Agility and minimum stun is 0.25 seconds. 50% more agility than strength deals the maximum of the damage and the minimum of the stun and knockback, and visa versa for strength to agility.
3.)Morph - The Morphling edits his physical being to fit the circumstances. He can, at will, lose some strength and gain agility, or vice versa. The process is reversable. Passively gives improvements to his Agility and Strength.
4.)Replicate - The Morphling has the unique ability to replicate any target friendly or enemy hero. Although it only deals 50% damage, the hero can morph into his replication, instantly taking its position.

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LUNA MOONFANG (Moon Rider)

Luna Moonfang is a stalwart and devout follower of the Moon Goddess, Elune. She fights alongside the Sentinel in the neverending battle to cleanse the land of the unholy Scourge. Through her valiant efforts, she has been granted small portions of Elune's mystical power. Luna uses this gift to cut a swath through her enemies. It has been said that Luna is able to call down the very light of the moon, and is always surrounded by a glowing aura, as though in moonlight herself. Luna is a shining beacon for the Sentinel, an ever vigilant protector.
HERO ABILITIES:
1.)Lucent Beam - Luna concentrates on the moon's energy and channels it forcefully to the surface, damaging an enemy unit.
2.)Moon Glaive - Allows Luna to attack extra enemies with each Glaive attack. Each enemy struck beyond the first incurs a 35% damage loss, per unit.
3.)Lunar Blessing - Nearby ranged units gain the power of the moon.
4.)Eclipse - Calls to the moon's magic, summoning a concentrated burst of Lucent Beams to damage targets around Luna. Damage is equal to Lucent Beam level.

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SYLLABEAR (Lone Druid)

Syllabear was spared a time of great strife due to the deeds of his people. Sensing their settlement's impending destruction they turned their child into a bear and sent him into the wild. Syllabear grew up strong and savage, like the bears that inhabited the forests of his home. Using druidic powers, he can enter a state of almost rabid frenzy, and even call powerful bear companions to aid him. Awakened into his elven heritage by Furion the Prophet, Syllabear has regained his true elven form, and brings the bestial spirit of the bear to the battlefield.

HERO ABILITIES:
1.)Summon Spirit Bear - Summons a powerful Spirit Bear companion that can carry items.
2.)Rabid - Syllabear can create an intense combative fury in either himself or his Spirit Bear Companion.Lasts 10 seconds.
3.)Synergy - Increases the Lone Druid's synergy with his Spirit Bear and himself with each level.
4.)True Form - Syllabear learns to morph himself into a brown bear. He can morph freely between druid and bear form.

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YURNERO (Juggernaut)

Slicing through armor with the greatest of ease. Whirling, dancing like a dervish, swiping foes with a flick of the wrist. Poetry in motion, slashing enemy upon enemy in the blink of an eye. Yurnero seeks perfection. Seeks to become one with his blade. All to fulfill his destiny as the unstoppable Juggernaut.

HERO ABILITIES:
1.)Blade Fury - Causes a bladestorm of destructive force around Yurnero, rendering him immune to magic and dealing damage to nearby enemy units.Lasts 5 seconds.
2.)Healing Ward - Summons a Healing Ward that heals all nearby allied units' life.Lasts 25 seconds.
3.)Blade Dance - Yurnero's cunning blade gives him a chance to deal double damage on each attack.
4.)Omnislash - Yurnero moves around the battlefield, slashing many enemies. Yurnero becomes invulnerable while Omnislashing.

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KARDEL SHARPEYE

Kardel Sharpeye is a testament to his name and race. Using only his finely honed skills of marksmanship and his trusty rifle, he sytematically destroys his opponents from afar. Taking great care to aim for the most vulnerable of areas, he is capable of severely injuring an opponent, and with a little extra time, has been known to simply dispose of an enemy in a single shot. His rifle is equipped with a secondary barrel, capable of launching a short burst of shrapnel at close range, causing massive damage.
HERO ABILITIES:
1.)Shrapnel - Fires a ball full of shrapnel into the air. which promptly explodes, showering the target area. Enemy units that walk in this area get damaged and slowed. Deals 30% damage to buildings. Shrapnel lasts for 10 seconds.
2.)Headshot - A shot to the head deals bonus damage and stuns for a short duration.
3.)Take Aim - Kardel uses his dwarf engineering skills to make modifications to his rifle, enhancing the range of his rifle.
4.)Assassinate - Take time to draw a bead, and then deal a large amount of damage to the target at a huge range.

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MAGINA (Anti-Mage)

Twin sons to the great Prophet, Terrorblade and Magina were blessed with divine powers. Terrorblade granted with an unnatural affinity with life forces; Magina gifted with energy manipulation. Magina's eventual overexposure to the magics gradually augmented his elemental resistances and bestowed him the unique ability to move faster than light itself. Now, broken by Terrorblade's fall to the dark side, Magina answers the Sentinel's call in a desperate bid to redeem his brother. Every bitter strike turns the Scourge's evil essences upon themselves, culminating in a finale that forces his enemy to awaken to the void within and spontaneously implode.

HERO ABILITIES:
1.)Mana Break - Each attack burns mana based on spell level.
2.)Blink - Short distance teleportation that allows one to move in and out of combat.Costs 60 mana.
3.)Spell Shield - Magina channels a powerful warding magic, damping the negative effects of spells.
4.)Mana Void - Creates a powerful void in an enemy unit caused by a lack of mana. For each mana point missing, the unit takes damage. Nearby units take the same damage that the voided unit does.
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